

This mod allows enemies to travel both into and out of the facility while seamlessly switching AI modes. Part of my Starlancer Series!
ReasonableDefaults: Blob:2, Bunker Spider:10, Butler:5, Butler Bees:5, Centipede:0, Crawler:10, Flowerman:10, Hoarding bug:10, Jester:1, Nutcracker:5, Puffer:10, Spring:5, Baboon hawk:15, Earth Leviathan:1, ForestGiant:0, MouthDog:0, RadMech:0, Tulip Snake:5, Clay Surgeon:5, Maneater:1, Cadaver Bloom:8
Disabled: All 0s
Minimal: All 1s
Chaos: All 100s (Use at your own risk :3 )
StarlancerAIFix is a hard dependency for StarlancerEnemyEscape, as it prevents issues with certain enemies that are not in their native environment.
The bracken does not enjoy being told to go to the opposite half of the level if it is waiting for a player to be in its area. My system accounts for this by not allowing it to randomly path, but it may still follow a player out of (or into) the facility if it maintains a target on that player.
My system has allowed the hawks and lootbugs the opportunity to carry scrap out of (or into) the facility. At times, there is the possibility of slightly glitchy behavior while carrying scrap, though I've tried to account for this as best I can. If you're close enough notice this issue, their AI will probably fix itself anyway.
Some enemies have been blacklisted from SEE, either because it would be pointless, or due to incompatibilities with their behavior logic. Girl: Unnecessary Masked: Unnecessary Docile Locust Bees: Pointless Manticoil: Pointless Lasso: Unimplemented Red pill: Unimplemented Red Locust Bees: Buggy Cadaver Growths: Pointless (Can't move) GiantKiwi: Buggy (Slides in its sleep and likes to peck at random things inside) Stingray: Buggy (Refuses to leave its hiding spot) Bush Wolf: Buggy (Can't drag you out of the interior) Feiopar: Buggy (Thinks the inside is lame for not having trees)
HUGE thanks to Zaggy1024, IAmBatby, mrov, qwbarch, and Xu Xiaolan for their support and help with the code!